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  3DzzD - DevKit Available OpenSource LGPL + tutorials + Sourceforge  (Read 9165 times)
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Offline DzzD
« Posted 2009-03-10 01:35:17 »

available here http://download.dzzd.net/3DzzDDevKit.zip

compilation script are provided for both window & linux, ant will be added soon.

there are not enought samples and the Getting started is a little "WIP" but now the API is released Smiley

EDIT : forum http://forum.dzzd.net/

EDIT : sourceforge here http://dzzd.svn.sourceforge.net/viewvc/dzzd/

Offline brackeen

Junior Member





« Reply #1 - Posted 2009-03-10 02:14:37 »

Nice work!

Can you give a quick comparison to jPCT? (I'm guessing DzzD has software anti-aliasing, jPCT doesn't)

And maybe release as BSD? Smiley
Offline DzzD
« Reply #2 - Posted 2009-03-10 02:33:23 »

thanks !

And maybe release as BSD? Smiley

I am not really licensing pro Smiley, what good in BSD ? I choosen LGPL as it seem that it enable closed source aswell as opensource ? no it was looking very open for me.



Can you give a quick comparison to jPCT? (I'm guessing DzzD has software anti-aliasing, jPCT doesn't)


I think that a good point for JPCT is that it is more mature than 3DzzD (opensourced earlier), 3DzzD have a lot of dead or dirty code, anyway I am not really aware of JPCT features so I can only give you some of 3DzzD features :

- real perpixel phong lighting : normal interpolation (one directional light) (soft renderer)
- real texture perspective (perpixel interpolation in 1/z) + bilinear filtering + pseudo anysiotropie 2*2 (soft renderer)
- normal/bump mapping (3ds bumb are converted to normal map once loaded) (soft renderer)
- border,1*2,2*1, or full 2*2 antialias in software
- very good support for 3ds file including materials/texture/bump hierarchy/pivot/camera and part of Keyframe animation
- stream loading of 3ds without lock
- same scenegraph as 3ds max : pivot/hierarchy read from 3ds file
- accurate collision engine
- compatible with Microsoft JVM  Smiley
- switch to hardware 3d renderer at runtime
- possibility to add custom or new renderer (ex: LWGL)
- fullscreen switch at runtime Smiley
- 3d lanscape engine
- smooth groups (can be read from 3ds file)
- possibility to load signed extension at runtime : ex Robot classes for FPS control, hardware renderer




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Offline ryanm

Senior Member


Projects: 1
Exp: 15 years


Used to be bleb


« Reply #3 - Posted 2009-03-10 10:18:21 »

I am not really licensing pro Smiley, what good in BSD ? I choosen LGPL as it seem that it enable closed source aswell as opensource ? no it was looking very open for me.

GPL - anything using your library has to also be released as GPL
LGPL - any improvements made to your library have to be released as LGPL, but simply using the library has no restrictions
BSD - Everyone is free to do whatever they want with your code, as long as they give you attribution.

If you want to maximise the number of people using your code, I'd go for BSD
Offline brackeen

Junior Member





« Reply #4 - Posted 2009-03-10 16:17:07 »

If I'm not mistaken, LGPL also means the library has to stay whole - no one can take one class out and use it in a project without importing the entire library.

Offline bienator

Senior Member




OutOfCoffeeException


« Reply #5 - Posted 2009-03-10 17:40:56 »

GPL - anything using your library has to also be released as GPL
it has to be released in a GPL compatible license. (you don't have to change the license of your program/lib when you are compatible)
http://en.wikipedia.org/wiki/License_compatibility#GPL_compatibility

BSD, for example is GPL compatible

it is also common in java land to add a classpath exception to the GPL, e.g OpenJDK is GPLv2+cp ex and even shipped with fedora. NetBeans RCP is also GPLv2+cp ex and used in commercial applications (which are usually not GPL).

Offline DzzD
« Reply #6 - Posted 2009-03-10 17:53:50 »

yes, there is no problem in using LGPL API in closed source, maybe you cannot pickup classe here and here but you can modify & use the API in closed source and use license of your choice for your product. I found that LGPL is not really restrictive but if eard that it is too much restrive I will think about releasing using another license.

Offline ryanm

Senior Member


Projects: 1
Exp: 15 years


Used to be bleb


« Reply #7 - Posted 2009-03-10 17:58:45 »

You're quite correct - turns out I'm no expert either Wink

At any rate, I think we can all agree that (L)GPL licences are more of a ball-ache to comply with than BSD, if you want folk to use your library then less pain is better.
Offline cylab

JGO Ninja


Medals: 38



« Reply #8 - Posted 2009-03-10 19:23:00 »

it has to be released in a GPL compatible license. (you don't have to change the license of your program/lib when you are compatible)
http://en.wikipedia.org/wiki/License_compatibility#GPL_compatibility

BSD, for example is GPL compatible

it is also common in java land to add a classpath exception to the GPL, e.g OpenJDK is GPLv2+cp ex and even shipped with fedora. NetBeans RCP is also GPLv2+cp ex and used in commercial applications (which are usually not GPL).

Afaik this does only mean, that you can link with a BSD licensed code in a GPL project, but not the other way around. As soon as you are using a GPLed class in a non GPL app you can't publish your work without relicensing it to GPL. That doesn't hold true for LGPL however, which is fine in most circumstances.

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Offline bienator

Senior Member




OutOfCoffeeException


« Reply #9 - Posted 2009-03-10 20:08:55 »

Afaik this does only mean, that you can link with a BSD licensed code in a GPL project, but not the other way around. As soon as you are using a GPLed class in a non GPL app you can't publish your work without relicensing it to GPL. That doesn't hold true for LGPL however, which is fine in most circumstances.
yes you are right, i had the "other way around" in mind. But it should be fine to link from a BSD app to a GPL lib with classpath exception. GPL with classpath exception is probably better suited for java aps compared to pure GPL since defining "linking" in java is quite tricky Wink.

Licensing in general is IMO one of the most annoying parts of software engineering :/

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Offline jezek2
« Reply #10 - Posted 2009-03-11 08:25:51 »

GPL with classpath exception is probably better suited for java aps compared to pure GPL since defining "linking" in java is quite tricky Wink.

There is no problem with LGPL and linking in Java. See this article. I'm not sure why classpath exception was invented in first place, probably that it's slightly less restrictive than LGPL. On the other hand it's non-standard to GPL, so while it matches GPLv2 wording it might have problems with future versions. This isn't problem for Sun because they removed ability to use it with any future version of GPL anyway, so linking with GPLv3 code is prohibited.
Offline jezek2
« Reply #11 - Posted 2009-03-11 08:34:30 »

Anyway, back to topic. Thanks a lot for making the open source version Smiley I'm looking forward to use it in JBullet's applet demo instead of my simple software renderer. I need to have OpenGL compatible renderer so probably modifications or alternative rendering API will be needed to be developed by me, that's reason why I couldn't use jPCT at the time. And your renderer seems better too Smiley
Offline DzzD
« Reply #12 - Posted 2009-03-11 22:40:45 »

Anyway, back to topic. Thanks a lot for making the open source version Smiley I'm looking forward to use it in JBullet's applet demo instead of my simple software renderer. I need to have OpenGL compatible renderer so probably modifications or alternative rendering API will be needed to be developed by me, that's reason why I couldn't use jPCT at the time. And your renderer seems better too Smiley

thanks,

first of all I apologize for the dirty code but it has been a kind of research project for me for some years now, so cleaning it to a nice OO project wasn't so easy, and there is still a lot of works to do in several classes.

3DzzD have interchangeable 3d  renderer, for now there is 2 renderer : one for software & one for hardware (JOGL), it should be easy to create your own one by copying the existing JOGL renderer (the 3DzzDExtensionJOGL project in the devkit).


Offline EgonOlsen
« Reply #13 - Posted 2009-03-12 11:02:24 »

Can you give a quick comparison to jPCT? (I'm guessing DzzD has software anti-aliasing, jPCT doesn't)
Of course it has. It offers 2x2 and 1.5x1.5 oversampling in software and multi-sampling support in hardware.

Offline DzzD
« Reply #14 - Posted 2009-03-12 19:38:57 »

two more tutorials that will be packaged in the next release of the kit.

http://demo.dzzd.net/FirstAnimation/classes/FirstAnimation.htm 

and

http://demo.dzzd.net/MouseOver/classes/MouseOver.htm 

Offline brackeen

Junior Member





« Reply #15 - Posted 2009-03-12 20:33:43 »

Of course it has. It offers 2x2 and 1.5x1.5 oversampling in software and multi-sampling support in hardware.
Ah, cool, I totally missed that!
Offline CommanderKeith
« Reply #16 - Posted 2009-03-12 22:52:08 »

This is really helpful and generous of you, thanks!


I think that a good point for JPCT is that it is more mature than 3DzzD (opensourced earlier)


I thought jPCT wasn't open-sourced?


Offline zammbi

JGO Coder


Medals: 4



« Reply #17 - Posted 2009-03-13 01:01:14 »

It isn't open sourced.

Current project - Rename and Sort
Offline DzzD
« Reply #18 - Posted 2009-03-13 01:31:21 »

ho, I thought it was...

back on the topic, I think that the next tutorial will be on how to use collisions functions, if you have any suggestion on others possible tutorials dont hesitate.

Offline DzzD
« Reply #19 - Posted 2009-03-13 15:58:28 »

3DzzD now available on sourceforge :

http://dzzd.svn.sourceforge.net/viewvc/dzzd/

Offline jezek2
« Reply #20 - Posted 2009-03-16 22:03:36 »

first of all I apologize for the dirty code but it has been a kind of research project for me for some years now, so cleaning it to a nice OO project wasn't so easy, and there is still a lot of works to do in several classes.

No need to apology Smiley It's actually ok to have dirty code (or more what you think is dirty) and not be ashamed of that, you can always refactor it later and being open source can help there too. But I must admit I'm still learning to be not ashamed Smiley .oO(... Just how many times I've seen projects where author promised open sourcing after he clean code and... nobody ever seen the author again ...)

3DzzD have interchangeable 3d  renderer, for now there is 2 renderer : one for software & one for hardware (JOGL), it should be easy to create your own one by copying the existing JOGL renderer (the 3DzzDExtensionJOGL project in the devkit).

Oh I meant something different: providing more OpenGL-like API to your existing software renderer. But I didn't yet looked at your code in details (have to do other things currently) so it might also just be already there Smiley
Offline gouessej
« Reply #21 - Posted 2009-03-17 11:10:19 »

It is a good piece of news Cheesy

Offline Mr. Gol

Senior Member


Medals: 1



« Reply #22 - Posted 2009-03-17 14:32:38 »

In your libraries folder I see 'netscape.jar'. What does it do?
Offline DzzD
« Reply #23 - Posted 2009-03-17 15:57:05 »

In your libraries folder I see 'netscape.jar'. What does it do?

this is old original liveconnect package from netscape, it is only used to perform java to javascript call.  absolutly not requiered in most case, i needed it to compil the javascript stuff with some java compiler.

Offline Mr. Gol

Senior Member


Medals: 1



« Reply #24 - Posted 2009-03-17 18:24:15 »

Thanks for explaining. I never heard of this and was just surprised of the term "Netscape" Smiley
Offline DzzD
« Reply #25 - Posted 2009-03-30 04:47:46 »

a new release will come in some days Smiley

some of its change :
- New tutorials : create mesh,material,etc.. by hand / the basic of collision
- Better memory managment (20/30 % less memory used)
- Full 3d scene serialisation/deserialisation at runtime (enable easy save & load and specialy usefull for network game when new client connect)
- Edges antialiasing improvment (see below)
- Lot of removed bugs and code cleaned

below two screenshots and some online 3D Applet (Java 1.1) of the comming release :

see online : http://demo.dzzd.net/View3D/


18000 faces


Offline DzzD
« Reply #26 - Posted 2009-03-30 18:26:39 »

I just see that I forgot to put the TANK model on the server...  sry, should be ok now

http://demo.dzzd.net/View3D/

3d model (80000 faces) in full java 1.1 soft




Offline DzzD
« Reply #27 - Posted 2009-03-30 21:18:46 »

one more preview showing use of reflexion map Smiley (direcly imported from 3ds file)

http://demo.dzzd.net/View3D/IPHONE.html





Offline SimonH
« Reply #28 - Posted 2009-03-30 22:24:41 »

Looks very nice!

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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #29 - Posted 2009-04-23 18:56:22 »

DzzD you have done really awsome work with this DevKit.

Do you plan on using it to create your own kick ass game?

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